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jv A 1 

IN BRIEF 






KEVISED EDITION 



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BESSIE DICKINSON 

Ainociate Member of the American Whist League. 
KecordinK Secretary Atl;mti»: Whist Association. 

Author of I ht Corvtrsitioii o< the Cards. 

Bridfire Ahridjced, ^riiii.. F sse/vi ils. Vac 



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2 1 4 (LamBtatk Abennr 



SKAT IN BRIEF 



REVISED EDITION 



By BESSIE DICKINSON 

Associate Member of The American Whist League, 

Recording Secretary Atlantic Whist Association, 

Author of The Conversation of the Cards, 

Bridge Abridged, Bridge Essentials, Etc. 



Press of Hall & McChesney 
Syracuse, N. Y. 






\^^ 



fLlBHARY of OOPjSKeIsI 
I Two Goptes Kect««jt 

APR 2 l^OQ 

vo^yrigui envy 



Copyrighted 1908 
By Bessie Dickinson 



Skat is popularly credited with peasant ancestry and was 
at first simple in form but introduction into more cultivated 
circles gave it an impetus, gradually developing the game we 
know' to-day. Tradition tells us that a coachman, having 
learned the earlier form from some peasants taught his master 
— an enthusiastic card player— who, in turn, interested his 
friends, residents of Altenburg, Germany. Afterwards, by 
means of a party of students on a pedestrian trip, it reached 
the University of Leipzig, and, education grafted upon sturdy 
stock producing a fine result, spread thence throughout the 
country, becoming the national game. 

The first book on Skat was published in 1848 by Professor 
Hempel of Altenburg, the first congress was held in 1886 in 
that city, about twelve hundred players, including some Amer- 
icans, being present; the first American congress was held in 
1898 in St. Louis, bringing out three hundred enthusiasts but 
since then the annual attendance has passed four thousand 
and there are said to be over one hundred thousand Skat 
players in our country. In 1918 Skat will complete a century 
of existence, during which it has given pleasure to countless 
persons on both sides of the Atlantic. 

The following is not a sworn statement but bears the hall- 
marks of truth: A professor, entering the lecture room of a 
German University, finds one student and gruffly proposes 
to dismiss the class. ''Let us wait a bit," suggests the student, 
''perhaps another fellow will show up and we can have a little 
Skat!" 



r^ ROB ABLY no one whose glance rests on 
* this page has escaped being told by some 
pessimistic hriend that Skat is very difficult. This 
little book has been prepared as a first aid to the 
injured, and the author promises that if the sub- 
ject is approached in a spirit of cheerful interest 
the student will master an amusing, fascinating 
game with no more effort than will give zest to 
its acquisition. 



CHAPTER I 

AN OUTLINE OF THE GAME OF SKAT 



THERE are three active jolayers although four or five 
may form a table, which helps to make Skat popular 
socially as almost any number of persons may partici- 
pate in the game. The names of the active players are 
Vorhand, Mittelhand, and Hinterhand. Vorhand is always 
the person on the Dealer's left; he is under all circumstances 
the leader; Mittelhand is next beyond Vorhand; when three 
play, Hinterhand deals. 



Vorhand 




Mittelhand 



When four play Vorhand is (as before) on the Dealer's left, 
Mittelhand on Vorhand's left, and Hinterhand on Mittelhand's 
left, while the Dealer takes no cards although he shares in the 
score. 

Mittelhand 



Hinterhand 




Dealer 

5 



When five pla}^ Vorhand and Mittelhand remain unchanged. 
The Dealer gives no cards to the Third Player, dealing instead 
to the person on his own right, who is Hinterhand; Third 
Player and Dealer do not play but share in the score. 



ittelhand ^^"'N^ Third Player 
Vorhand ^^mh*^ Hinterhand 



Skat is played with thirty-two cards none below the seven 
being used. 

The pack must be thoroughly shuffled, the right hand ad- 
versary must cut, after which the Dealer gives three cards to 
each person beginning with Vorhand, then two face down for 
the skat, then four to each person, and finally three to each 
person, i. e., three-skat-four- three. 

The lowest skat card (sequence and suit) determines the 
dealer. Ace is high. 

THERE ARE THREE PRINCIPAL DIVISIONS OF THE GAME 

1. With eleven trumps (four Jacks and a suit). 

2. With four trumps (four Jacks only). 

3. With no trumps. 

ARBITRARY RANK OF SUITS 

Diamonds the lowest 
Hearts the next 
Spades the next 
Clubs the highest 



COUNTING VALUE OF CARDS 

The object of the game being to get home 
61 POINTS, the number of TRICKS won 
is unimportant. The adversaries win at 60 
points but the ^Tlayer" must secure 61,-^ 
one more than half the total (120) of count- 
ing cards — to win his game. In case of a tie 
the Player loses. 

/ 

Each deal is a game but it is customary to complete a round 
before stopping. 

UNIT VALUES OF GAMES 

THREE PRINCIPAL DIVISIONS 



Each Ace 


= 11 


" 10 


= 10 


'' . King 


= 4 


" Queen 


= 3 


" Jack 


= 2 


rs, 8's, 9's : 


have 


no counting 


value. 





ff^itA II Trumps 

Simple . *D H S C 
or Frage 1234 

(not played) 
Tourne . D H S C 
5678 
(turning a trump 
from the skat) 
Solo . . D H S C 
9 10 II 12 
(declaring the 
trump without 
using the skat 
cards. ) 



With 4. Trumps 

Grand 

(Jacks the only 

trumps) 

Tourne Grand . 12 
(turning a Jack) 

Guckser Grand won 12 
lost 24 
(taking up both 
skat cards to lay 
away counting 
cards) 

Solo Grand . . 16 
(declaring Grand 
without using 
skat) 

Ramsch (to lose) 20 
(only Vorhand 
may announce 
Ramsch) 

Open Grand (Grand 
Ouvert) ... 24 
(Hand exposed 
must win every 
trick) 



With no Trumps 
Nullo (Null) . . 20 

(must lose every 
trick ; cards fall 
back into Whist 
sequence) 
Guckser Nullo won 20 
lost 40 
Nullo (Null Ouvert) 40 
Revolution (Null 
Ouvert Force) 60 



* Diamonds, Hearts, Spades, Clubi. 



MATADORES 

Except in Nullo the four Jacks are always trumps, their 
relative value corresponding to the value of the suits, i. e., the 
Club Jack being the highest. The Club Jack and all cards in 
sequence with it are called Matadores and are the source of both 
pain and pleasure as will be shown later. 

Since the Jacks are trumps irrespective of suit there are 
eleven trumps and seven cards in each plain suit. 
Sequence in Trumps 
CJ, SJ, HJ, DJ, A, 10, K, Q, 9, 8, 7. 
Sequence in Plain Suits 
A, 10, K, Q, 9, 8, 7. 

VALUE OF A GAME 

Computing the value of a hand is the most bewildering part 
of Skat to beginners, but patience and perseverance conquer 
even this difficulty. The first puzzle to solve is that of the 
MULTIPLIERS, and here is where the Matadores cause widely 
varying emotions, — pleasure, because they are valuable trick- 
winners, pain, because they introduce the mystery of ^Vith" 
and ^'without," which at first sight seems impenetrable. The 
Club Jack, being a Matadore, is the source of all this trouble, 
and on picking up your cards you should look at once to see 
if it is among them; if so, you are 'Vith,'^ if not, you are ^ With- 
out." If you hold both Club and Spade Jacks you are ' Vith" 
two; Club, Spade, and Heart, ''with" three; Club, Spade, Heart, 
and Diamond, 'Svith" four; Club, Spade, Heart, Diamond, and 
Ace of trumps 'Svith" five; Club, Spade, Heart, Diamond, Ace 
and 10 of trumps ''with'' six, etc. 

This is easily grasped after a little practice, but the fact that 
your multipliers are just the same if you are "without" as 
"with" creates a bitterness of spirit that prevails several min- 
utes (according to temperament), during which despair marks 
you for its own. If you hold the Spade Jack you are "without" 
one (the all-important Club) ; if the Heart Jack is your highest 



you are 'Without" two, etc. At this point you should deal 
many hands noticing if you are ''with" or ''without/' always 
remembering that the SEQUENCE TO THE CLUB MATA- 
DORE MUST BE UNBROKEN, for the instant it is broken 
all Jacks BELOW THE BREAK fail to become matadores 
and, consequently, multipliers. 

Examples of multipliers ; 

CJ, SJ, — "with" two. 
HJ, DJ, — "without" two. 
CJ, HJ, DJ, — "with" one (sequence broken). 
. CJ, — "with" one (sequence broken). 
CJ, DJ, — "with" one (sequence broken). 
SJ, HJ, DJ, — "without" one (CJ missing). 
SJ, — "without" one (CJ missing). 
SJ, DJ, — "without" one (CJ missing). 
HJ, — "without" two (CJ, SJ missing). 
DJ, — "without" three (CJ, SJ, HJ missing). 
No Jacks but Ace of trumps — "without" four, etc. 

A little practice proving that the alarming foe — "with" and 
"without" — ^is only a windmill when attacked with determina- 
tion, your mind is now at peace and free to return to the ques- 
tion of multipliers. 

MULTIPLIERS 

The "game" (whether won or lost) gives a multiplier of 1 

"With" one Matadore gives an additional multiplier of 1 

"With"two Matadores " " " " " 2 

"With"three " " " " " " 3 

"With" four " " " " " " 4 

etc. 

"Without" one Matadore " " " " 1 

"Without"TwoMatadores " " " " 2 

"Without"three " " " " " 3 

etc. 



Example: — Holding CJ, SJ, your mutipliers are "witti'' two, 
plus one for game, i.e., three TIMES the unit value of the trump 
suit; if this were a Spade Tourne your formula would be 2+ 1 = 
3x7=21. 

The value of each hand is found, therefore, by multiplying 
thejUNIT VALUE OF YOUR GAME by the sum of your 
multipliers (game and/Vith" or 'VithouV')- 

Practice this until you can compute the value of a hand read- 

iiy. 

The ^Tlayer's'^ score is the only one kept; each game is com- 
puted on his cards, and he is credited with ^^plus" the total 
amount of his game if he wins, ''minus" if he loses. 

SUGGESTIONS 

AVhen learning Skat practice counting part of the pack until 
you can add the valuable cards quickly. It is essential to keep 
mental count during play; many a game that might otherwise 
be won is lost through neglecting to form this habit, and con- 
sequently not knowing whether or not to win the present trick 
or to wait for a richer one. Sort your cards in suits keeping 
the Jacks by themselves in the middle of the hand. 

DonH try to learn too much at once. 

Practice "with" and ''without" until you are sure of your 
multipliers. 

Frage, Tourne, and Gucki are pronounced Frahgs^h., Turnay, 
and Gookie. 

Only the last trick may be examined and that only before the 
next lead is made; disregarding this rule costs the culprit the 
game. 



CHAPTER II 

First Principal Division 
With Eleven Trumps 

The Simple Game, Toume, Solo 

I 
The Simple Game or Frage 

UNIT VALUES 

D H S C 
12 3 4 

This is played with eleven trumps, — the four Jacks and a 
suit. 

After the cards have been dealt as described in the first 
chapter, Vorhand takes up the skat without showing it to the 
adversaries, declares the trump, and lays away, face down, 
two cards that he may count in his tricks at the end of the 
game, but may not use in play. He is now the 'Tlayer,'^ 
having named the trump, and the other active players are 
partners against him. These partners proceed with delight to 
"fatten" each other's tricks with their counting cards in order 
to defeat the Player by getting home 60 points or more. 

You must follow suit if able to do so, but failing the suit, 
may trump or discard as you please. 

This form of the game should be practiced for two or three 
rounds to win familiarity with leading, fattening and counting. 
When these features are no longer strange you must prepare to 
bear with fortitude the knowledge that the Simple Game is not 
played — ^like the Spade-make in Bridge, the scores are too 
small to sustain interest among card players — ^but this is the 
only bit of Skat wisdom to be laid aside ; all the remainder will 
be needed whenever you play. 



II 

Tourne 
Turning a Trump From the Skat 

UNIT VALUES 

D H S C 
5 6 7 8 

We now take up that portion of Skat that introduces half 
the fun of the game — the bidding. Vorhand no longer is left 
in undisputed possession of the skat and of the declaration, — 
they now belong to the highest bidder. 

Mittelhand has the first right to buy the privilege from Vor- 
hand; Hinterhand may not speak until they have finished. 

In Tourne the unit value of Diamonds — the lowest suit — is 
5; and the first bid is always on that basis no matter what suit 
eventually becomes trump. As one is, of necessity, either 
'Svith" or 'Svithout" the Club Jack, and as game always gives 
a multiplier of one, making a multiplier of two on any hand, 
the first bid is always 1+1=2x5 = 10; consequently Mittelhand 
says, "Ten." This means, "Can you hold the game at ten"? 
If Vorhand can hold it he says, "Yes," or "I hold;" Mittelhand 
then passes or bids higher. 

But the figure you name in bidding need not be the actual 
worth of your own game. Example: — You bid up to 30 before 
the others pass, but your game is a Club Tourne "with" 3, 
worth 32 and you score that number. You MUST win as 
much as you bid but you MAY win more. 

If Vorhand cannot hold the game even at ten he says, "No," 
or "I pass," and his privileges pass to Mittelhand, who, there- 
fore, owns the skat and the right to declare the game (but not 
to lead) unless Hinterhand can buy them from him. Hinter- 
hand now says, "I pass," or bids higher than the last figure 
named by Mittelhand. 



Examples of bidding: 

1. M: — ''I pass." Then Hinterhand may speak. 
H.to V:— 'Ten.'^ 

V:— ''I hold ten.'' 
H:— ''I pass." 

Vorhand is the Player. 

2. M:— ''I pass." 
H: — "I pass." 

Vorhand is the player. 

3. M:— 'Ten." 
V:— ''I hold ten." 
Mr— 'Twelve." 
V:— '1 hold twelve." 
M:— ''Fourteen." 

V: — ''No." "I pass" or "You may have it." 

H:— "Fifteen." 

M:— "I hold fifteen." 

H: — "Sixteen." 

M:— "I hold." 

H:— "I pass." 

Mittelhand is the Player. 

4. M:— "Ten." 
V:— "I hold." 
M:— "I pass." 

H to V:— "Twelve." 
V:— "I hold." 
H:— "Fourteen." 
V: — "I pass." 
Hinterhand is the Player. 

Each bid must represent the value of some game. For ex- 
ample: — You may not bid 11, 13, 17, 19, 23, 26, etc., as no 
game is worth these amounts. A little practice with a score 
card will show^ which numbers may be used, i. e., 10, 12, 14, 15, 
16, 18, 20, 21, etc., each representing some game. 



13 



The successful bidder becomes the Player and at once picks 
up one of the skat cards — but without seeing the face of either 
card until he chooses which one to lift — ^holding it clear of his 
hand to avoid mixing while he decides if he wishes that suit for 
trump. If it fits his hand he turns it face up on the table and 
that suit is trump. He then takes both skat cards into his 
hand without showing the second^ lays away two, and the 
game proceeds as in Frage with this exception: — ^no matter 
who makes the highest bid, Vorhand is always the leader. The 
adversaries may take away the skat from Vorhand, they may 
take away his right to declare the game, but they can never 
take away his right to lead. 

If the first skat card examined should prove a disastrous 
trump the Player may put it in his hand without showing it 
and turn the second, which becomes trump regardless of its 
fitness or unfitness; he may not go back to the first one even 
if the second is worse. When the second card is turned, the 
Player should say, 'Tasst-nicht," which, freely translated, 
means, ^'It does not fit," and if he loses his game his loss is 
double. 

Example:— ^' With" 1+1 (for game) =2x6 (Heart Tourne) = 
12; if he wins he is +12; if he loses he is — 24 if he turned the 
second card. 

Before one's judgment has developed, it is puzzling to know 
what kind of strength a hand contains, but Mr. Foster has 
formulated standards that are of great assistance to the student, 
the first of which should be learned at this point: — 

'^SAFE COUNT FOR TOURNE 

Four cards among 
3 Jacks ) p 4- I Aces and Jacks with 

Ace f '-o^^^^ I three suits guarded 
make a safe Tourne. 

sfct [count 4 



Examples : 

I Clubs— J, K, 9 ^ 2 Clubs— A, 7 ^ 

Spades — A, 10, Q ^2 Jacks Spades — J, K, Q (3 Jacks 

Hearts — A f and 2 Aces Hearts — J, Q, 9 (and i Ace 

Diamonds — J, K, 9 j Diamond — J, 10 J 



Clubs— J, K, 9 ■] 

Spades — A, Q, 7 | 

Hearts — A, 10 f 

Diamonds — A, 8 j 



Spades — A, Q, 7 j i Jack 
Hearts — A, 10 f and 3 Aces 



One often risks a Tourne with less strength but these are ex- 
amples that are fairly sure to win. 

If the Player has made an unlucky turn and fears being made 
Schneider he may throw down his hand before the second lead 
has been made, limiting his losses to the value of his game. 

EXTRA MULTIPLIERS 

Schneider (91 points) and game 2 

Schwarz (every trick) and game 3 

Example: — ''Without^' two, game and Schneider in a Club 
Tourne worth 2+2=4x8=32. ''With" three, game and 
schwarz in a Spade Tourne worth 3+3=6x7=42. 

LAYING AWAY 

Counting cards that are in danger of being caught by the 
adversaries should be laid away in the skat. It is good policy 
to blank a suit but seldom right to lay away the Ace of a plain 
suit as it costs a re-entry. With ten once guarded in one suit 
and a singleton in another, lay away the ten and the singleton 
as this leaves the smallest number of points for the adversar- 
ies to save. 

OVERBIDDING 

Skat holds the Player to his promises with relentless exact- 
ness; he MUST make good his bid or receive a minus large 
enough to cover it. For this reason, bidding in Tourne should 
be computed on the Diamond unit value, as that is the lowest. 



but sometimes one risks overbidding to secure the privilege of 
being the Player. Suppose Vorhand holds these cards : — 

Clubs— J, K. 

Spades — J, Q, 9. 

Hearts — A, Q. 

Diamonds — ^A, 10, 8, worth fifteen on a Diamond 
basis (2+1=3x5=15) and Mittelhand bids ten, twelve, four- 
teen, fifteen (with such good cards Vorhand will not yield, but 
risks overbidding) sixteen, eighteen, and then passes; Hinter- 
hand passes. Vorhand is the Player, he turns, and getting a 
Diamond, inlays Passt-nicht, but the second card is also a 
Diamond and no matter if he gets home 61 points he has lost 
his game unless he can get an extra multiplier through making 
the adversaries Schneider, because he bid 18 and the Diamond 
game is worth but 15. ''With" 2+2. (for game and Schneider) 
=4x5=20 would cover his bid but if he cannot get home 91 
points he loses (not 18 for there is no Diamond game worth 18 
but) 20, the lowest Diamond game that will cover his bid. 

THE player's leads 

Almost invariably lead trumps ; if strong, to exhaust the 
adversaries; if weak, to conceal the weakness. If too weak to 
lead trumps lead Aces from Ace-ten suits. 

Usually lead Jacks, particularly when the adversaries hold 
Ace or ten of trumps, but if you have both high counting cards 
and do not hold the Chief Matadore it is often good play to 
lead a small trump as your higher trumps may catch more valu- 
able cards later in the deal. 

adversaries' leads 

* Ace , 10 
10, K, and others, otherwise usually lead low. 

Try to get the Player in the middle (that is, make him second 
player on as many tricks as possible), this with the laudable 
desire of destroying his peace of mind and of keeping him 

* — shows the first lead. 

•I6 



wondering whether to play high or low, to trump or not to 
trump. In order to do this the adversary on his right should 
lead LONG suits THROUGH him, while the one on his left 
leads SHORT suits UP TO him. This attack defeats the 
Player many times when his cards are strong enough to win 
him the game if he were not being squeezed between two de- 
termined foes. 

Ill 

Solo 

UNIT VALUES 

D H S C 
9 10 11 12 

Solo, as the name implies, is played alone, without the skat, 
although the skat cards belong to the Player, are added to 
his tricks and may affect his multipliers at the end of the game. 

When much of your strength lies in one suit you have not a 
safe Tourne but you may be strong enough to declare a suit 
without risking a turn. 

*SAFE COUNT FOR SOLO 

Bid Solo when you can count 8 among your trumps and win- 
ning Aces and tens in plain suits. 
Example : — 

1. C.— J, 10, Q, 9, 8. 
S.— J. 

H.— A, 10. 
D.— 9, 8. 
Club Solo, unit value 12; 'Vith" 2+1=3x12=36. 

2. C— J, A, 10, Q. 
S.— J. A, Q, 9. 
H.— A, 9. 
D.— 

Spade Solo, unit value 11; "with" 2+1=3x11=33. 

* Foster Rule. 



3. C— 
S.— J, 7. 
H.— J, K, Q, 9. 
D.— J, A. 10, 8. 

Heart Solo, unit value 10; 'Svithout" 1+1 =2x10=20. 

4. C— A. 
S.— 

H.— A, 10, K. 
D.— J, A, 10, 9, 8, 7, 
Diamond Solo, unit value 9; ^'without" 3+1=4x9=36. 

In bidding ''without" it should be remembered that a Jack 
may be in the skat and change the multipliers. In the case of 
the Diamond Solo given above the game is worth 36 but if the 
Spade Jack is found in the skat it is worth only ''without" 
1+1=2x9=18. 

It is dangerous to bid the full value on hands when you are 
"without" as the penalty for overbidding is heavy. For ex- 
ample, if the Player bids 36 on the above cards but finds the 
Spade Jack in the skat he loses his game regardless of the fact 
that he gets home 61 points, because with the Spade Jack he 
has a game worth only 18 after promising to win one worth 36 ; 
he is, therefore, minus 36. 

The lost game is always reckoned on the unit value of the 
trump suit multiplied by enough multipliers to cover the amount 
of the hid. 

Solo introduces another interesting feature, the ANNOUNCE- 
MENTS, which give extra multipliers. If the Player sees from 
his cards that he can get home 91 points he names the trump, 
adding, "schneider announced"; if he sees that he can win 
every trick he says, "schwarz announced"; either announce- 
ment giving him extra multipliers as shown in the following 
table : 

EXTRA MULTIPLIERS IN SOLO 

Game and schneider announced 3 

Game and schwarz after announcing schneider 4 

Game and schwarz announced 5 



THE player's leads 

In Solo always lead trumps even if not strong. 
Jack Leads. 
*CJ, SJ, HJ, DJ. 

CJ, SJ, HJ. 
CJ, SJ. 
SJ, HJ. 
SJ, DJ. 
CJ, HJ, DJ. 

With three or four, occasionally vary the lead to puzzle the 
adversaries. 

High counting trumps and one Jack lead a low trump first 
as usually it will be a cheap trick to lose. 

adversaries' leads 
A^IO 
10, K_ 

Take full advantage of the fact that the Player has not laid 
away and play out your Aces freely, change suits often to keep 
him from discarding unless your partner is blank in a suit, 
when you should usually continue it so he may discard, fatten, 
or trump at his pleasure. 

Get the Player in the middle and make his life a burden to 
him by leading LONG suits THROUGH him. 

total number of multipliers 

Game (whether won or lost) 1 

Game and Schneider (91 points) 2 

Game and Schneider announced (solo only) 3 

Game and Schwarz (every trick) 3 

Game and Schwarz after announcing Schneider (Solo 

only) 4 

Game and Schwarz announced (Solo only) 5 

"With" or ''without" Matadores for each one 1 

* shows first play, Z^ shows second play. 

19 



SUGGESTIONS 

Before the bidding is begun, compute the vahie of your 
game so you may bid briskly, as spirited bidding adds to the 
pleasure. 

A weak Solo will win more often than a dangerous Tourne. 

V and H may risk Solos falling short of the "8 count" when 
there is no strong adverse bidding but M should be more con- 
servative as he is in the worst position, — in the middle. 

Remember how many trumps are out and the highest un- 
played. 

Win with Ace from Ace-ten suits as the game is sometimes 
saved by a point. 

On each deal the Player has two actives enemies thirsting to 
defeat him but this is balanced by the great advantage he has 
(whenever he is strong) in making the declaration and also by 
the freedom he feels in having no partner's fortune to risk with 
his own. 

When — as Player — the master trump is marked against you, 
try to force it out with your long suit, particularly if it is on 
your right, as your left hand adversary may hesitate to fatten 
on high suit cards when he would fatten joyfully if you led a 
losing trump. 

Vorhand is the best position for Tourne and Solo, Hinter- 
hand is the next best, especially with a short suit that may be 
trumped to advantage. 

The adversaries in Solo should play their highest cards on 
their partner's tricks and their lowest on the Player's, as this 
helps the partner to place the unplayed cards. This applies 
to 7, 8, 9 as well as to higher cards. 

The adversaries should not false card when playing Jacks, 
i. e., should not play HJ when holding DJ, etc., as it makes it 
harder for the partner to place the cards. 

Begin all bidding at ten, and try to hide the actual value of 
your game, for if the adversaries suspect it they can often guess 
at several of your cards. You score the full amount of your 
game no matter if you buy it cheaply. 



Do not lead from a tenace suit unless the alternative is 
worse. 

Holding a fourchette, cover the card led unless you do not 
wish to risk getting the lead on account of position. 

Second hand^ generally cover a Jack led by opponent but 
seldom put CJ on DJ as your partner may win the trick more 
cheaply. 

After the adverse trumps are drawn it is often good play to 
free your hand of a losing card before one adversary can dis- 
card that suit and get ready to fatten; early losses are usually 
less heavy than later ones. 




CHAP! ER III 

Second Principal Division 

With Four Trumps 

Grand 

UNIT VALUES 

Tourne Grand 12 

Guckser (Gucki Grand) won 12; lost 24 

Solo Grand 16 

Ramsch (to lose) 20 

Open Grand (Grand Ouvert) 24 

Grand is played with Jacks only for trumps, making four 

plain suits, each of seven cards, and four trumps, — ^the Jacks. 

The game is computed with multipliers as before. 



Tourne Grand 12 

If you chance to turn a Jack when expecting to play a suit 
Tourn6 you have the right to declare Grand or the suit of the 
Jack, whichever fits your cards the better. If you have turned 
the second skat card it is a Passt-nicht just as in a suit 
Tourne and the loss is double if you fail to get home 61 points. 
Take up both skat cards and lay away as in Tourn^. Schnei- 
der and schwarz may be WON but may not be ANNOUNCED 
because the skat is used. 



11 

*Guckser 12 (won) ; 24 (lost) 

When you would like to play Grand, but find your unguarded 
counting cards too valuable to relinquish to the adversary, 
play Guckser ; this is declared by taking both skat cards into the 
hand at the same time, — allowable only in Guckser. Schneider 
and schwarz may be WON but may not be ANNOUNCED be- 
cause the skat is used. 

This form of Grand is very popular, particularly when hold- 
ing unguarded tens, as it gives one great pleasure to realize 
that, safe in the skat, far beyond the reach of the grasping 
opponents, may be laid one or two valuable cards to be added 
to your tricks at the end of the game. You should not expect 
to get counting cards from the skat, but should regard it simpl}^ 
as a safe in which to place treasures, in other words — f^'Never 
guck to FIND but always to LAY AWAY." 

Guckser, like Passt-nicht, loses double. 

Example:— ''With" 2+1=3x12=36, plus 36 if won but 
minus 72 if lost. 

SAFE COUNT FOR GUCKSER OR TOURNE GRAND 

Declare Guckser or Toum^ Grand if you can count 5 between 
your Jacks and Aces, and hold at least one suit nearly estab- 
lished. 

Ill 

Solo Grand 16 

Solo Grand is announced without the skat, which, however, 
belongs to the Player, at the end of the game is added to his 
tricks, and may affect his multipliers. Schneider and Schwarz 
may be announced. 

Two Jacks and two established suits constitute a Grand for 
Vorhand if his losing cards have few points among them and if 
the hand is not a better Solo. 

* Guckser, an American product, was first officially recognized at the St Louis 
congress in 1898. 
t Foster Rule. 

23 



Mittelhand and Hinterhand must be one degree stronger to 
counterbalance the disadvantage of not having the lead, i. e., 
must have another Jack or another suit guarded. 

*SAFE COUNT FOR GRAND 

Declare Grand if your WINNING Jacks and sure tricks in 
plain suits count 7. 

There must be no [points among four losing cards but with 
fewer losing cards there may be ten points without danger. 
Schneider and schwarz may be announced as the skat is not 
used. 

THE player's leads 

CJ, SJ, HJ, DJ, lead SJ to coax a fattening card from the 
adversary on your left, who may think his partner holds CJ. 
Sometimes, holding the four Matadores and a losing suit card, 
it is good play to lead the suit first. 

CJ, SJ. 

CJ and red. 

SJ, HJ. 

SJ, DJ. 

Holding three Jacks, lead one; two Jacks both red, lead one 
if strong in all suits; one Jack and all suits guarded, lead the 
Jack; holding no Jack and all suits guarded, lead Aces, from 
Ace-ten suits, then tens. 
. A, 10. 

10, K to force Ace. 
10, K and others. 

adversaries' leads 

The leads are practically the same as in Solo except that in 
Guckser the Player is suspected of being blank in a suit, 
so Aces are not led so freely as in Solo Grand, and short suits 
are led up to him and long suits through him as in Tourne. 

* Foster Rule. 



In Solo Grand, always lead LONG suits both up to and 
through. 

Get the Player m the middle. 

Keep tens and Kings guarded. 

Seldom clear the Player's suit on the first round. 

Try to discard singletons. 

IV 

*Ramsch (to lose) —20—30—50 

Ramsch is a delightful feature of Skat; it is a Grand in that 
the Jacks are the only trumps, but there the reseniblance ceases 
and it proceeds to introduce fun on its own account. Each 
player is for himself; his whole desire is to LOSE as many 
Points as possible, and to lose more than his foes succeed in 
losing, because the WINNER of the GREATEST NUMBER 
OF POINTS LOSES THE GAME. One's own unavoidable 
tricks are greeted with lamentation, the adversaries' with glee, 
Aces and tens are thrust upon unwilling recipients, and al- 
together Folly is lord for a few brief but joyful moments. 
There are no multipliers, the value of the game being minus 
20, unless one person has succeeded in taking no trick, when the 
value becomes minus 30, or if two persons have escaped with- 
out a trick the value is minus 50, the score in each case being 
deducted from the score of the unlucky winner of the greatest 
number of points. 

Vorhand is the only one who may announce Ramsch and he 
only when there has been no bidding. Ramsch is Vorhand's 
escape from calamity when the game has been left on his hands 
and he dares not risk Toume, Solo, or Grand. The Skat be- 
longs to the winner of the last trick. 

Ramsch is the only game in Skat where the score is given to 
the winner when he is not the Player; in all other forms the 
PLAYER'S score is the only one kept, it is also the only game 
where there is no partnership. 

* Ramsch was first played in the sixties. 



Lead a red Jack; the top of two-card suits; the middle of 
three-card suits. If you must win a trick in a suit win it early, 
as it is increasingly difficult to get rid of the lead the farther 
you get in the deal. Keep a low card to throw the lead late in 
the deal. A singleton is a good opening but a singleton seven 
is too valuable to give up early. Discard a whole suit if possi- 
ble, choosing a short one first. It is unnecessary to keep a 
mental count of the points as the fall of the cards is so impor- 
tant that it should claim your closest attention. 



Open Grand 24 

Open Grand is a ''grand slam" ; the Player must win every 
trick, not merely every point. He spreads his cards face up on 
the table defying the adversaries to win a trick. They may 
not confer with each other but may study his hand until satis- 
fied that he is right. 

The skat cards may affect his multipliers but otherwise are 
of no value as it is tricks, not points, that he must secure 
Schwarz is announced. 



Examples of Grands : — 
1. Tourne Grand 

C.— J, K. Q. 

S.— A, 9, 7. 
H.— A, 10, 7. 
D.— A. 

The Player turns D J and de- 
cides to play Grand as the 
least perilous of two uncertain 
games. 

''With" 1+1=2x12=24. 



2. Guckser 

C.— A, Q. 
S.— J, K. 
H.— J, A, 10. 
D.— J, 10, 7. 

The Player picks up both 
skat cards in order to lay 
away DIO and SK. 

"Without" 1+1 = 2x12 = 24 
if won; 48 if lost. 



3. 



Solo Grand 
C— J, A, 10, 

S. 



4. Solo Grand 
C— A, 10. 
S.— A, 10. 
H.— A, 10. 
D.— A, 9, 8, 7. 
Solo Grand; lead Aces, then 
tens. 

'^Without" 4+1=5x16=80. 



8,7. 



H.— J, A, 10. 

D.— 10, k' 
This might be played Club 
Solo (24) or Solo Grand (32); 
being equally safe. Grand, the 
the more valuable, should be 
declared. 

''With" 1+1=2x16=32. 
5. Ramsch 

C— K, Q, 9, 7. 

S.— 10, 8. 

H.— 10, 9, 8. 

D.— J. 
A red Jack is the best open- 
ing in Ramsch; the object is to 
lose as many points as possible. 
There are no multipliers ; Vor- 
hand only may announce 
Ramsch. Value 20. 

SUGGESTIONS 

Vorhand is the best position for Grand. 

Jacks alone do not make a Grand; suit strength is also nec- 
essary. 

The general rules for laying away hold good in Tourne and 
Guckser, — blank a suit or save counting cards in danger. 

Usually do not keep a losing card till the last trick, as one 
adversary will have saved the Ace of that suit and the other 
will fatten with Ace or ten of another, while if led early, both 
generally follow suit and the loss is lighter, especially if it is a 
small card from Ace and small. So after settling the trump 
question lead your losing card at once, if you hold re-entry. 

Fattening is very important in Grand but be careful not to 
fatten with cards that may be needed to win tricks. 



6. Open Grand 
C.— J. 

S.— J, A, 10, 
H.— J. 
D.— A, 10. 
As Vorhand impossible to 
lose a trick. 

''With" 3+5=8x24 = 192. 



27 



Play your highest card on your partner's trick but your low- 
est on the Player's; this applies to cards like 7, 8, 9 as well as to 
better ones. 

It is sometimes more valuable to discard than to fatten. 

The adversaries should try to force the Player to trump, as, 
often in Grand he cannot afford to do so. 

Open Grand ''with" four plus five for schwarz announced, 
worth 216, is the highest score in Skat. 

The Player must get home 61 to win game, 91 to make the 
adversaries Schneider, but the adversaries win at 60 and make 
the Player Schneider at 90. 

When the Player leads the Chief Matadore, if the second 
player has no Jack, he may show his strongest suit to his part- 
ner by discarding a small card from it, although it is customary 
to discard first from short suits. 

Skat players sometimes find great amusement in ''forced 
Ramsch," that is in agreeing that certain rounds must be played 
Ramsch, say the third, fourth, fifth or last round of deals. 




28 



CHAPTER IV 

Third Principal Division 

With no Trumps 

Nulla 

UNIT VALUES 

Guckser NuUo 20 (40) 

Nullo (Null) 20 

Open Nullo 40 

Revolution 60 

'' Nullo has been adopted into the Skat family but is not a 
blood relation. The bidding is the same; the Player still 
struggles against two adversaries, but in Nullo their utmost 
endeavor is to force a trick upon him, for the instant he wins 
a trick even containing no points he is beaten, the cards are 
thrown down, and joy reigns in their hearts. The object, 
therefore, on the Player's part is to lose everything and if he 
succeeds in doing so he is plus 20. 

The skat is not used. There are no trumps, no Matadores, 
no multipliers, no ranking value of suits, no skat rank of cards, 
which fall back into Whist sequence, — A, K, Q, J, 10, 9, 8, 7, 
there are no counting cards. Everything is so different that 
you feel like Alice in 'Through the Looking Glass,'' where, in 
order to reach a place she walked away from it, for in Nullo 
in order to win you must lose everything. It has a strange 
charm and is the most exciting form of the game. 



I 

Guckser Nullo 20 (won) 40 (lost) 

If you wish to play Guckser Nullo you must say ^'Nullo'' be- 
fore you pick up both skat cards or you may be compelled to 
play Guckser Grand. You take up the skat in order to get rid of 
one dangerous card but, of course, are quite likely to find some- 
thing equally dangerous. The Player must lose every trick. 

II 

Nullo 20 

Nullo is declared without the skat; the Player must lose 
every trick. 

Ill 

Open Nullo (Null Ouvert) 40 

In Open Nullo the Player must hold low sequences and be 
able to underplay any lead with his hand exposed, losing every 
trick. 1 

IV 

Revolution (Null Ouvert Force). ...60 
The Player must hold such low cards that the adversaries 
may consult, and yet he cannot be forced to take a trick. 
Revolution is sometimes not permitted as it shuts out several 
good games. 
Examples : — 
1. Nullo 2. Guckser Nullo 

C. C— 9, 8. 

S.— A, Q, 9, 8, 7. S.— A. 

H.— 10, 9, 7. H.— Q, 10, 9, 7. 

D.— J, 7. D.— 10, 9, 7. 

3. Revolution 4. Open Nullo 

C— 9, 8, 7. C— Q, 9, 8, 7. 

S.— 9, 8. S. 

H.— 8, 7. H.— K, J, 9, 7. 

D.— 9, 8, 7. D.— 8, 7. 

30 



THE PLAYER S LEADS 

Open with a low singleton but not a singleton seven unless 
you are safe in all suits, as the player's lead is almost never re- 
turned. 

Avoid six-card suits as the skat may contain the others. 
_9^7. 
K, 7, hoping to discard the King. 

adversaries' leads 

A,7_^ 

K, 22 "t^is l^^d shows no more. 
A,_Q, 7. 
Return your partner's lead but not the Player's. 

SUGGESTIONS 

For once Vorhand is not the best position but the worst; 
Hinterhand is the best. 

There are eight cards in each suit. 

Long suits are not safe unless they end in 7. 

Never let the Player discard. 

The adversaries should give each other discards. 

Discard to blank a suit but not one ending in 8, 7, or 9, 7, as 
those are safe. 



CHAPTER V 



A SCORE CARD EXPLAINED 



A 


B 


C 


D 


+48 


+64 


+44 


+40 


+84 


+44 


+54 


+60 



Explanation of scores : — 
A wins a Club Solo 'Vith" 3+1=4x12=48. 
B wins a Solo Grand 'Vith" 2+2 (game and Schneider =4x16 
=64. 

C wins a Spade Solo "without" 3+1=4x11=44. 
D wins a Club Tourne "with'' 3+2=5x8=40. 
A then wins a Guckser Grand "with" 2+1=3x12=36, which 

added to his former score makes him +84. Each score must 

be the TOTAL score. 
B loses at Ramsch, losing 20, which is deducted from his score 

leaving him 44. 
C wins a Diamond Tourne "with" 1+1=2x5=10, which added 

to his former score makes him +54. 
D wins a Nullo, worth +20, which added to his former score 

makes him +60. 

PROVING THE SCORE 

It is unnecessary to prove the score in purely social games 
where there are no stakes, but the manner of doing so is so 
simple and interesting that it is a pleasure to understand it. 

Take the score given above as an illustration, repeating each 
player's last total : — 

A+84 B+44 C+54 D+60 

B, having the LOWEST SCORE, is called ZERO and each 

32 



score is PULLED DOWN exactly as many points as he is 
pulled down to make him zero, i. e., 44, which leaves 

A+40 B C+10 D+16 
Multiply by 4 4 4 4No of players 



+ 160 







+40 



+64 



Each score is then multiplied by the number of players because 
you win from and lose to each player; and from each result is 
subtracted the total plus score won by all four, which, of course, 
belongs to ALL but not to any ONE. 



A B 


C 


D 


+160 


+40 


+64 


+ 66 +66 


+66 


+66— Total plus 


A+94 B— 66 


C— 26 


D— 2 Add 


— 94 Proves 




—26 Minus 
—66 Scores 



—94 

The sum of the plus scores and the sum of the minus scores 
must balance. 
Example of proof with a minus score: — 

A B CD 

+20 +33 +10 —16 

+36 +49 +26 Zero 

4 4 4 4 No. of players 



+ 144 +196 
+111 +111 



+ 33 



+ 104 
+ 111 +111 



+ 85 
+ 33 



—111 

— 7 



+118 

—118 Proves 



-118 



When the lowest score is a minus it must be RAISED to reach 
zero, so each player's score must be RAISED exactly as much, 
in this case 16; otherwise the proof is the same as in the first 
example given. Be sure to remember that you must do to 
EACH score exactly what you did to the LOWEST score TO 
MAKE IT ZERO. 







SUMMARY 
Skat 

THREE PRINCIPAL GAMES 




I 

With II Trumps 

Trumps . D H S C 
Simple . 1234 
Tourne . 5678 
Solo . . 9 10 II 12 


2 
With 4 Trumps 

(Jacks onl}^ trumps) 
Grand 
Tourne Grand . 12 
Guckser Grand 12 (24) 
Solo Grand . . 16 
Ramsch (to lose) 20 
Open Grand . . 24 


3 
With no Trumps 

Nullo 
Guckser Nullo 20 (40) 
Nnllo .... 20 
Open Nullo . . 40 
Revolution . . 60 



MULTIPLIERS 

Game 1 

Game and Schneider 2 

Game and Schneider announced (Solo only) 3 

Game and schwarz 3 

Game and schwarz after announcing Schneider ( Solo only) 4 

Game and schwarz announced (Solo only) 5 

Matadores 'Vith" or 'Vithout" for each one 1 

Passt-nicht, (in suit Tourne or Tourne Grand), Guckser 
Grand, and Guckser Nullo lose double when lost. 

DEFINITIONS 

Chief Matadore — the Club Jack. 

Contingencies — Matadores, Schneider, and schwarz are some- 
times called contingencies. 

Cross-ruff— when each partner can trump a different suit. 

Deal — the thirty-two cards. 

Discard — the play of a different plain suit from the one led. 



Established suit — one headed by A, 10. 

False card — Card played with intent to deceive, usually 
the highest of cards of equal value. 

'Tatten" — to play counting cards on your partner's tricks 
in order to get them home. 

Fourchette — the cards immediately above and below the 
one led. 

Force — to force is to lead a card that must be trumped in 
order to be won. 

Hand — the ten cards dealt each player. 

Hinterhand (short i as in winter) — the last player on the 
first trick. 

In Sequence — two or more cards touching in value, like A, 
10,; 10 K;K, Q; etc. 

Leading through the Player — when he is on your left. 

Leading up to the Player — when he is on your right. 

Matadores— All Jacks and trumps in UNBROKEN SE- 
QUENCE WITH THE CLUB JACK. 

Mittelhand — the person on Vorhand's left. 

Ouvert — applied to games played open or exposed on the 
table. 

Plain suit — any suit not declared trump. 

'' Player'' — the successful bidder, who names the game 
to be plaj^ed. 

Partners — the two active players who combine against 
the ''Player" on each deal. 

Re-entry — a card that will give you the lead after you have 
lost it. 

Revoke — not following suit when you can do so. 

Ruff — to trump. 

Singleton — the only card of a suit held originally. 

Tenace — the first and third best of a suit. 

The skat (pronounced skaht) — two cards placed face down 
on the table. 

Vorhand (pronounced Forehant) — the person on the Dealer's 
left, 

Wenzel — Jack. 



PENALTIES 

From The North American Skat League 

1. A Dealer misdealing shall be charged with ten points but 
must deal again. If in the course of a game it develops that 
cards had been misdealt, i. e., that one or more players had 
either too many or not enough cards, then the Player loses the 
game if he did not have the right number of cards, even if the 
same thing occurred with one of the opponents. But if the 
Player had the right number of cards and one or both of the 
opponents had too many or not enough, then the Player wins, 
even if he would have lost the game otherwise. The Dealer is 
not fined in this case. Each player should make sure before 
beginning the game, that he has. ten cards, neither more nor 
less, in his hand. 

2. In games in which the aid of the skat is required, the 
Player will be charged the full value of the game if he neglects 
to discard the proper number of cards. 

3. If the Dealer examines either or both skat cards before or 
during the progress of the game he shall be charged ten points ^ 

4. In case a participant examines either of the skat cards 
(without right) before the termination of the game, such per- 
son shall be charged the full value of the game announced, but 
the opposing person or persons shall have the privilege of con- 
tinuing the game for the purpose of increasing the value there- 
of by making Schneider. 

5. If, before a game shall be announced, it is discovered that 
the skat cards are missing, or they, or any of them, are in the 
possession or have been seen by any participant, the Dealer 
shall draw out of the hand of the person having the skat cards, 
or any of them, sufficient cards to leave said player ten cards, 
after which the bidding shall proceed as if no mistake had been 
made, but the player causing this proceeding shall be fined 25 
points and is forbidden to participate in the bidding and denied 
the opportunity to play any game during this particular deal. 

36 



6. A player mis-leacling or neglecting to follow suit loses the 
game, but any one of the participants has the privilege to have 
such error corrected and proceed with the game to its end for 
the purpose of increasing the player's loss. If then one of the 
opponents makes one of these errors the Player wins his game 
but its value is also charged against the opponent making the 
error. 

7. If either of the opponents leads wrongly (plays out of 
order) or neglects to follow suit, such errors shall terminate 
the game; in such case the game is won by the Player, and its 
value charged against the opponent who made the error but 
the Player has the privilege to have such error corrected and 
proceed with the game to the end, for the purpose of increasing 
the value of the game. 

9. If, during the play of a game, the Player places his re- 
maining cards on the table and declares his game won, but is 
found to have erred, he shall lose his game, even if he might 
have obtained all the remaining tricks. 

10. If, during the progress of a game, any one of the opponents 
places his cards upon the table, declaring thereby to have de- 
feated the Player's game, all the remaining cards belong to 
the Player, and the opponent who erred shall be charged with 
the whole value of the game. 

11. If a Player declares his game lost and places all or his re- 
maining cards upon the table, such remaining or all cards be- 
long to the opponents, and the player loses the full value of the 
game. 

12. A player who examines the tricks taken (except the last 
made trick) or counts the points thereof, loses the game an- 
nounced, but any one of the participants has the privilege to 
insist on the game proceeding to its end for the purpose of in- 
creasing the player's loss. 

13. If either of the opponents commits the act last mentioned 
the Player can insist on proceeding with the game for the pur- 
pose of increasing its value. The full value of the game in 
such case shall be charged against the person committing this 
act. 



14. If the Player or one of the opponents claims all the re- 
maining tricks and exposes his cards and it then develops 
that the other side could have made another trick, then all the 
remaining tricks go to the other side. 

15. In all cases of errors, the points lost by the participants 
who erred, shall be of the same number as that which the 
Player wins. 




38 



CONTENTS 

CHAPTER I 

An Outline of the Game — Number of Players — Number of 
Cards — How to Deal — Three Great Divisions — Counting- 
Value of Cards — The Game — Unit Values of Games — 
Matadores — Trumps — Plain Suits — Value of Game — 
''With" and ^'Without" Matadores — Multipliers — Sugges- 
tions. 

CHAPTER II 

First Principal Division, With Eleven Trumps — The 
Simple Game — Tourne — Solo — Mittelhand the First Bid- 
der—May Win More Than Bid— Bidding— Passt- 
Nicht — Safe Count for Tourne — Extra Multipliers — Lay- 
ing Away — Overbidding — Player's Leads in Tourne — 
Adversaries' Leads in Tourne — Solo — Safe Count for Solo 
-^Announcements — Extra Mutlipliers — Player's Leads in 
Solo — Adversaries' Leads in Solo — Total Number of Mul- 
tipliers — Suggestions . 

CHAPTER III 

Second Principal Division — With Four Trumps — Grand — • 
Tourne Grand — Gucki Grand or Guckser — Safe Count for 
Tourne and Guckser — Solo Grand — Safe Count for Solo 
Grand — Player's Leads at Grand — Adversaries' Leads at 
Grand — Ramsch — Leads at Ramsch — Open Grand — Ex- 
amples of Grands — Suggestions. 

CHAPTER IV 

Third Principal Division — With No Trumps — NuUo — • 
Guckser Nullo — Open Nullo — Revolution — Player's Leads 
at Nullo — Adversaries' Leads at Nullo— Examples of Nullo 
— Suggestions. 

CHAPTER V 

A Score Card Explained — Proving the Score — Summary 
— Definitions — Penalties . 

39 



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